/*
 * This file is part of the OregonCore Project. See AUTHORS file for Copyright information
 *
 * This program is free software; you can redistribute it and/or modify it
 * under the terms of the GNU General Public License as published by the
 * Free Software Foundation; either version 2 of the License, or (at your
 * option) any later version.
 *
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
 * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
 * more details.
 *
 * You should have received a copy of the GNU General Public License along
 * with this program. If not, see <http://www.gnu.org/licenses/>.
 */

/* ScriptData
SDName: Tirisfal_Glades
SD%Complete: 100
SDComment: Quest support: 590, 1819
SDCategory: Tirisfal Glades
EndScriptData */

/* ContentData
npc_calvin_montague
go_mausoleum_door
go_mausoleum_trigger
EndContentData */

#include "ScriptMgr.h"
#include "ScriptedCreature.h"

/*######
## npc_calvin_montague
######*/

enum eCalvin
{
    SAY_COMPLETE        = -1000356,
    SPELL_CALVIN_DRINK  = 2639,                             // possibly not correct spell (but iconId is correct)
    QUEST_590           = 590,
    FACTION_HOSTILE     = 168
};







/*######
## go_mausoleum_door
## go_mausoleum_trigger
######*/

enum eMausoleum
{
    QUEST_ULAG      = 1819,
    NPC_ULAG        = 6390,
    GO_TRIGGER      = 104593,
    GO_DOOR         = 176594
};







class npc_calvin_montague : public CreatureScript
{
public: 
    npc_calvin_montague() : CreatureScript("npc_calvin_montague") { }
    struct npc_calvin_montagueAI : public ScriptedAI
    {
        npc_calvin_montagueAI(Creature* pCreature) : ScriptedAI(pCreature)
        {
            m_uiNormFaction = pCreature->GetFaction();
            Reset();
        }
    
        uint32 m_uiNormFaction;
        uint32 m_uiPhase;
        uint32 m_uiPhaseTimer;
        uint64 m_uiPlayerGUID;
    
        void Reset()
        {
            m_uiPhase = 0;
            m_uiPhaseTimer = 5000;
            m_uiPlayerGUID = 0;
    
            if (me->GetFaction() != m_uiNormFaction)
                me->SetFaction(m_uiNormFaction);
        }
    
        void AttackedBy(Unit* pAttacker)
        {
            if (me->GetVictim() || me->IsFriendlyTo(pAttacker))
                return;
    
            AttackStart(pAttacker);
        }
    
        void DamageTaken(Unit* pDoneBy, uint32& uiDamage)
        {
            if (uiDamage > me->GetHealth() || ((me->GetHealth() - uiDamage) * 100 / me->GetMaxHealth() < 15))
            {
                uiDamage = 0;
    
                me->SetFaction(m_uiNormFaction);
                me->CombatStop(true);
    
                m_uiPhase = 1;
    
                if (pDoneBy->GetTypeId() == TYPEID_PLAYER)
                    m_uiPlayerGUID = pDoneBy->GetGUID();
            }
        }
    
        void UpdateAI(const uint32 uiDiff)
        {
            if (m_uiPhase)
            {
                if (m_uiPhaseTimer <= uiDiff)
                    m_uiPhaseTimer = 7500;
                else
                {
                    m_uiPhaseTimer -= uiDiff;
                    return;
                }
    
                switch (m_uiPhase)
                {
                case 1:
                    DoScriptText(SAY_COMPLETE, me);
                    ++m_uiPhase;
                    break;
                case 2:
                    if (Player* pPlayer = Unit::GetPlayer(*me, m_uiPlayerGUID))
                        pPlayer->AreaExploredOrEventHappens(QUEST_590);
    
                    DoCast(me, SPELL_CALVIN_DRINK, true);
                    ++m_uiPhase;
                    break;
                case 3:
                    EnterEvadeMode();
                    break;
                }
    
                return;
            }
    
            if (!me->GetVictim())
                return;
    
            DoMeleeAttackIfReady();
        }
    };

    

     CreatureAI* GetAI(Creature* pCreature) const
    {
        return new npc_calvin_montagueAI(pCreature);
    }

    bool OnQuestAccept(Player* pPlayer, Creature* pCreature, const Quest* pQuest) override
    {
        if (pQuest->GetQuestId() == QUEST_590)
        {
            pCreature->SetFaction(FACTION_HOSTILE);
            pCreature->AI()->AttackStart(pPlayer);
        }
        return true;
    }
    

    

    
};

class go_mausoleum_door : public GameObjectScript
{
public: 
    go_mausoleum_door() : GameObjectScript("go_mausoleum_door") { }
    

    

    bool OnGossipHello(Player* pPlayer, GameObject* /*pGo*/) override
    {
        if (pPlayer->GetQuestStatus(QUEST_ULAG) != QUEST_STATUS_INCOMPLETE)
            return false;
    
        if (GameObject* pTrigger = pPlayer->FindNearestGameObject(GO_TRIGGER, 30.0f))
        {
            pTrigger->SetGoState(GO_STATE_READY);
            pPlayer->SummonCreature(NPC_ULAG, 2390.26f, 336.47f, 40.01f, 2.26f, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 300000);
            return false;
        }
    
        return false;
    }
    

    

    
};

class go_mausoleum_trigger : public GameObjectScript
{
public: 
    go_mausoleum_trigger() : GameObjectScript("go_mausoleum_trigger") { }
    

    

    bool OnGossipHello(Player* pPlayer, GameObject* pGo) override
    {
        if (pPlayer->GetQuestStatus(QUEST_ULAG) != QUEST_STATUS_INCOMPLETE)
            return false;
    
        if (GameObject* pDoor = pPlayer->FindNearestGameObject(GO_DOOR, 30.0f))
        {
            pGo->SetGoState(GO_STATE_ACTIVE);
            pDoor->RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_INTERACT_COND);
            return true;
        }
    
        return false;
    }
    

    

    
};


void AddSC_tirisfal_glades()
{
    new npc_calvin_montague();
    new go_mausoleum_door();
    new go_mausoleum_trigger();

}

